ref: f2ffab48e135f8f02802e43f5385f5e9eea8dddf
parent: b89207b5861c20b6178b14ebbf40278fd69500d8
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Apr 19 21:35:08 EDT 2020
Make Wii U controls more Nintendo-y
--- a/src/Backends/WiiU/Misc.cpp
+++ b/src/Backends/WiiU/Misc.cpp
@@ -99,9 +99,9 @@
keyboard_state[BACKEND_KEYBOARD_DOWN] = vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] = vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] = vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
- keyboard_state[BACKEND_KEYBOARD_Z] = vpad_buttons & VPAD_BUTTON_B; // Jump
- keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_Y; // Shoot
- keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
+ keyboard_state[BACKEND_KEYBOARD_Z] = vpad_buttons & VPAD_BUTTON_A; // Jump
+ keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_B; // Shoot
+ keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] = vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] = vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] = vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
@@ -116,9 +116,9 @@
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
- keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
- keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
- keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
+ keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
+ keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
+ keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right